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This architectural design is better than____________.

A.others

B.another

C.the others

D.the rest

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更多“This architectural design is better than____________.”相关的问题

第1题

From the Development Layers, we know that ______. A.hardware configurations are the same B.most co

From the Development Layers, we know that ______.

A.hardware configurations are the same

B.most computers at present don't support Fortran, Pascal, Lisp, etc.

C.application programmers prefer more architectural transparency

D.the author doesn't want to develop machine-dependent programming environment

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第2题

Evolution of Computer Architecture 计算机体系的演变 The study of computer architecture involves bo

Evolution of Computer Architecture

计算机体系的演变

The study of computer architecture involves both hardware organization and programming/software requirements. As seen by an assembly language programmer, computer architecture is abstracted by its instruction set, which includes operation codes (opcode for short), addressing modes, registers, virtual memory, etc.

Legends:

I/E: Instruction Fetch and Execute

SIMD: Single Instruction Streams and Multiple Data Streams

MIMD: Multiple Instruction Streams and Multiple Data Streams Figure 1Tree Showing Architectural Evolution from Sequential Scalar Computers to Vector Processors and Parallel Computers

From the hardware implementation point of view, the abstract machine is organized with CPUs, caches, buses, microcodes, pipelines, physical memory, etc. Therefore, the study of architecture covers both instruction-set architectures and machine implementation organizations.

Over the past four decades, computer architecture has gone through evolutional rather than revolutional changes. Sustaining features are those that were proven performance deliverers, we started with the Von Neumann architecture[1]built as a sequential machine executing scalar data. The sequential computer was improved from bit-serial to word- parallel operations, and from fixed-point to floating-point operations. The Von Neumann architecture is slow due to sequential execution of instructions in programs.

Lookahead, Parallelism and Pipelining[2]

Lookahead techniques were introduced to prefetch instructions in order to overlap I/E (instruction fetch/decode and execution)[3]operations and to enable functiorial parallelism. Functional parallelism was supported by two approaches: One is to use multiple functional units simultaneously, and the other is to practice pipelining at various processing levels.

The latter includes pipelined instruction execution, pipelined arithmetic computations, and memory-access operations. Pipelining has proven especially attractive in performing identical operations repeatedly over vector data strings. Vector operations were originally carried out implicitly by software-controlled looping using scalar pipeline processors.

Flynn's Classification[4]

Flynn introduced a classification of various computer architectures based on notions of instruction and data streams in 1972. Conventional sequential machines are called SISD (single instruction stream over a single data stream)[5]computers. Vector computers are equipped with scalar and vector hardware or appear as SIMD (single instruction stream over multiple data streams)[6]machines. Parallel computers are reserved for MIMD (multiple Instruction streams over multiple data streams)[7]machines.

An MISD (multiple instruction streams and a single data steam)[8]machines are modeled. The same data stream flows through a linear array of processors executing different instruction streams. This architecture is also known as systolic arrays for pipelined execution of specific algorithms.

Of the four machine models, most parallel computers built in the past assumed the MIMD model for general-purpose computations. The SIMD and MISD models are more suitable for special-purpose computations. For this reason, MIMD is the most popular model, SIMD next, and MISD the least popular model being applied in commercial machines.

Parallel Computers

Intrinsic parallel computers are those that execute programs in MIMD mode. There are two major classes of parallel computers, namely, shared-memory multiprocessors and message-passing multicomputers. The major distinction between multiprocessors and multicomputers lies in memory sharing and the mechanisms used for interprocessor communication.

The processors in a multiprocessor system communicate with each other through shared variables in a common memory. Each computer node in a multicomputer system has a local memory, unshared with other nodes. Interprocessor communication is done through message passing among the nodes.

Explicit vector instructions were introduced with the appearance of vector processors. A vector processor is equipped with multiple vector pipelines that can be concurrently used under hardware or firmware control. There are two families of pipelined vector processors.

Memory-to-memory architecture supports the pipelined flow of vector operands directly from the memory to pipelines and then back to the memory. Register-to-register architecture uses vector registers to interface between the memory and functional pipelines.

Another important branch of the architecture tree consists of the SIMD computers for synchronized vector processing. An SIMD computer exploits spatial parallelism rather than temporal parallelism as in a pipelined computer. SIMD computing is achieved through the use of an array of processing elements synchronized by the same controller. Associative memory can be used to build SIMD associative processors.

Development Layers

Hardware configurations differ from machine to machine, even those of the same model. The address space of a processor in a computer system varies among different architectures. It depends on the memory organization, which is machine-dependent. These features are up to[9]the designer and should match the target application domains.

On the other hand, we want to develop application programs and programming environments which are machine-independent. Independent of machine architecture, the user programs can be ported to many computers with minimum conversion costs. High- level languages and communication models depend on the architectural choices made in a computer system. From a programmer's viewpoint, these two layers should be architecture-transparent.

At present, Fortran, C, Pascal, Ada, and Lisp[10]are supported by most computers. However, the communication models, shared variable versus message passing, are mostly machine-dependent. The Linda approach using tuple spaces offers any architecture- transparent communication model for parallel computers.

Application programmers prefer more architectural transparency. However, kernel programmers have to explore the opportunities supported by hardware. As a good computer architect, one has to approach the problem from both ends. The compilers and OS support should be designed to remove as many architectural constraints as possible from the programmer.

New Challenges

The technology of parallel processing is the outgrowth of four decades of research and industrial advances in microelectronics, printed circuits, high-density packaging, advanced processors, memory systems, peripheral devices, communication channels, language evolution, compiler sophistication, operating systems, programming environments, and application challenges.

The rapid progress made in hardware technology has significantly increased the economical feasibility of building a new generation of computers adopting parallel processing. However, the major barrier preventing parallel processing from entering the production mainstream is on the software and application side.

To date, it is still very difficult and painful to program parallel and vector computers[11]. We need to strive for major progress in the software area in order to create a user-friendly environment for high-power computers. A whole new generation of programmers need to be trained to program parallelism effectively. High-performance computers provide fast and accurate solutions to scientific, engineering, business, social, and defense problems.

Representative real-life problems include weather forecast modeling, computer-aided design of VLSI[12]circuits, large-scale database management, artificial intelligence, crime control, and strategic defense initiatives, just to name a few. The application domains of parallel processing computers are expanding steadily. With a good understanding of scalable computer architectures and mastery of parallel programming techniques the reader will be better prepared to face future computing challenges.

Notes

[1] the Von Neumann architecture: 冯·诺依曼体系结构,由匈牙利科学家Von Neumann于1946年提出。其基本思想是“存储程序”的概念,即把程序与数据存放在线性编址的存储器中,依次取出,进行解释和执行。

[2] Lookahead, Parallelism and Pipelining: 先行(预见)、并行性和流水线技术(管线)。

[3] I/E (instruction fetch/decode and execution):取指令(指令去还)。

[4] Flynn Classification:弗林分类法,M.J. 弗林于1966年提出的、根据系统的指令和数据对计算机系统进行分类的一种方法。

[5] SISD(single instruction stream over a single data stream):单指令单数据流(或single instruction single data).

[6] SIMD (single instruction stream over multiple data streams):单指令多数据流(或single instruction multiple data).

[7] MIMD (multiple Instruction streams over multiple data streams):多指令多数据流(或multiple Instruction multiple data).

[8] MISD (multiple instruction streams and a single data steam):多指令单数据流(或multiple instruction single data).

[9] up to:应由某人担任或负责。如:It is up to them to decide. 应由他们决定。这一句可译为“这些特性由设计者考虑决定”。

[10] Fortran, C, Pascal, Ada, and Lisp: (分别是)Fortran语言、C语言、Pascal语言、Ada语言和Lisp语言。

[11] vector computers:向量计算机;向量电脑;一种数组计算机(an array computer)。

[12] VLSI: very large scale integration超大规模集成电路;大规模积体电路。

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第3题

Parallel Computer Models 并行模式 Parallel processing has emerged as a key enabling technology in

Parallel Computer Models

并行模式

Parallel processing has emerged as a key enabling technology in modern computers, driven by the ever-increasing demand for higher performance, lower costs, and sustained productivity in real-life applications. Concurrent events are taking place in today's high- performance computers due to the common practice of multiprogramming, multiprocessing, or multicomputing.

Parallelism appears in various forms, such as lookahead, pipelining, vectorization, concurrency, simultaneity, data parallelism, partitioning, interleaving, overlapping, multiplicity, replication, time sharing, space sharing, multitasking, multiprogramming, multithreading, and distributed computing at different processing levels.

In this part, we model physical architectures of parallel computers, vector super- computers[1], multiprocessors, multicomputers, and massively parallel processors. Theoretical machine models are also presented, including the parallel random-access machines (PRAMs)[2]and the complexity model of VLSI (very large-scale integration) circuits. Architectural development tracks are identified with case studies in the article. Hardware and software subsystems are introduced to pave the way for detailed studies in the subsequent section.

The State of Computing

Modern computers are equipped with powerful hardware facilities driven by extensive software packages. To assess state-of-the-art[3]computing, we first review historical milestones in the development of computers. Then we take a grand tour of the crucial hardware and software elements built into modern computer systems. We then examine the evolutional relations in milestone architectural development. Basic hardware and software factors are identified in analyzing the performance of computers.

Computer Development Milestones

Computers have gone through two major stages of development: mechanical and electronic. Prior to 1945, computers were made with mechanical or electromechanical parts. The earliest mechanical computer can be traced back to 500 BC in the form of the abacus used in China. The abacus is manually operated to perform decimal arithmetic with carrying propagation digit by digit.

Blaise Pascal built a mechanical adder/subtractor in France in 1642. Charles Babbage designed a difference engine in England for polynomial evaluation in 1827. Konrad Zuse built the first binary mechanical computer in Germany in 1941. Howard Aiken[4]proposed the very first electromechanical decimal computer, which was built as the Harvard Mark I[5]by IBM in 1944. Both Zuse's and Aiken's machines were designed for general-purpose computations.

Obviously, the fact that computing and communication were carried out with moving mechanical parts greatly limited the computing speed and reliability of mechanical computers. Modern computers were marked by the introduction of electronic components. The moving parts in mechanical computers were replaced by high-mobility electrons in electronic computers. Information transmission by mechanical gears or levers was replaced by electric signals traveling almost at the speed of light.

Computer Generations

Over the past five decades, electronic computers have gone through five generations of development. Each of the first three generations lasted about 10 years. The fourth generation covered a time span of 15 years. We have just entered the fifth generation with the use of processors and memory devices with more than 1 million transistors on a single silicon chip.

The division of generations is marked primarily by sharp changes in hardware and software technologies. Most features introduced in earlier generations have been passed to later generations. In other words, the latest generation computers have inherited all the nice features and eliminated all the bad ones found in previous generations.

Elements of Modern Computers

Hardware, software, and programming elements of a modern computer system are briefly introduced below in the context of parallel processing.

Computing Problems

It has been long recognized that the concept of computer architecture is no longer restricted to the structure of the bare machine hardware. A modern computer is an integrated system consisting of machine hardware, an instruction set, system software, application programs, and user interfaces. These system elements are depicted in Fig. 1. The use of a computer is driven by real-life problems demanding fast and accurate solutions. Depending on the nature of the problems, the solutions may require different computing resources.

For numerical problems in science and technology, the solutions demand complex mathematical formulations and tedious integer or floating-point computations. For alphanumerical problems in business and government, the solutions demand accurate transactions, large database management, and information retrieval operations.

For artificial intelligence (AI) problems, the solutions demand logic inferences and symbolic manipulations. These computing problems have been labeled numerical computing, transaction processing, and logical reasoning. Some complex problems may demand a combination of these processing modes.

Algorithms and Data Structures

Special algorithms and data structures are needed to specify the computations and communications involved in computing problems. Most numerical algorithms are deterministic, using regularly structured data. Symbolic processing may use heuristics or nondeterministic searches over large knowledge bases.

Problem formulation and the development of parallel algorithms often require interdisciplinary interactions among theoreticians, experimentalists, and computer programmers. There are many books dealing with the design and mapping of algorithms or heuristics onto parallel computers. In this article, we are more concerned about the resources mapping problems than the design and analysis of parallel algorithms.

Hardware Resources

The system architecture of a computer is represented by three nested circles on the right in Fig. 1. A modern computer system demonstrates its power through coordinated efforts by hardware resources, an operating system, and application software. Processors, memory, and peripheral devices form the hardware core of a computer system. We will study instruction-set processors, memory organization, multiprocessors, supercomputers, multicomputers, and massively parallel computers.

Special hardware interfaces are often built into I/O devices, such as terminals, workstations, optical page scanners, magnetic ink character recognizers, modems, file servers, voice data entry, printers, and plotters. These peripherals are connected to mainframe computers directly or though local or wide-area networks.

In addition, software interface programs are needed. These software interfaces include file transfer systems, editors, word processors, device drivers, interrupt handlers, network communication programs, etc. These programs greatly facilitate the portability of user programs on different machine architectures.

Operating System

An effective operating system manages the allocation and deal-location of resources during the execution of user programs. We will study UNIXE[6]extensions for muhiprocessors and muhicomputers later. Mach/OS kernel and OSF/1[7]will be specially studied for muhithreaded kernel functions, virtual memory management, file subsystem, and network communication services. Beyond the OS, application software must be developed to benefit the users. Standard benchmark programs are needed for performance evaluation.

Notes

[1] vector super-computers: 向量巨型机体系机构。向量巨型计算机的体系机构,目前大多数仍为多流水线结构,也有的采用并行处理机构。

[2] parallel random-access machines(PRAMs):并行随机存取机器具有任意多个处理器,以及分别用于输入、输出和工作的存储器的机器模型。

[3] state-of-the-art:最新技术水平;当前正在发展的技术,或者在当前应用中保持领先地位的技术。

[4] Howard Aiken: Mark I计算机的设计者。

[5] Harvard Mark I:哈佛Mark I计算机。Mark I计算机是一种在30年代末40年代初由(美国)哈佛大学的Howard Aiken设计并由IBM公司制造的机电式计算器。

[6] UNIX:UNIX操作系统。

[7] Mach/OS kernel and OSF/1:Mach操作系统/OS操作系统,Kernel核心程序。在操作系统中,实现诸如分配硬件资源、进程调度等基本功能的程序,是与硬件机器直接打交道的部分,始终驻留内存。OSF/1开放软件基金会/1。

Choose the best answer for each of the following:

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第4题

Multimedia 多媒体 More Usage Likely To Immediately Make Every Day Into Another[1] On Multimedia Ap

Multimedia

多媒体

More Usage Likely To Immediately Make Every Day Into Another[1]On Multimedia Applications

Definition

Multimedia—the combination of text, animated graphics, video, and sound—presents information in a way that is more interesting and easier to grasp than text alone. It has been used for education at all levels, ibb training, and games by the entertainment industry. It is becoming more readily available as the price of personal computers and their accessories declines. Multimedia as a human-computer interface was made possible some half-dozen years ago by the rise of affordable digital technology[2]. Previously, multimedia effects were produced by computer-controlled analogy devices[3], like videocassette recorders, projectors, and tape recorders. Digital technology's exponential decline in price and increase in capacity has enabled it to overtake analogy technology. The Internet is the breeding ground for multimedia ideas and the delivery vehicle of multimedia objects to a huge audience[4]. This paper reviews the uses of multimedia, the technologies that support it, and the larger architectural and design issues.

Introduction

Nowadays, multimedia generally indicates a rich sensory interface[5]between humans and computers or computer-like devices—an interface that in most cases gives the user control over the pace and sequence of the information. We all know multimedia when we see and hear it, yet its precise boundaries elude us. For example, movies on demand, in which a viewer can select from a large library of videos and then play, stop, or reposition the tape or change the speed,[6]are generally considered multimedia. However, watching the movie on a TV set attached to a VCR[7]with the same abilities to manipulate the play is not considered multimedia. Unfortunately, we have yet to find a definition that satisfies all experts.

Recent multimedia conferences, such as the IEEE International Conference on Multimedia Computing and Systems[8], ACM Multimedia[9], and Multimedia Computing and Networking[10], provide a good start for identifying the components of multimedia. The range of multimedia activity is demonstrated in papers on multimedia authoring (i. e. specification of multimedia sequences), user interfaces, navigation (user choices), effectiveness of multimedia in education, distance learning, video conferencing, interactive television, video on demand, virtual reality[11], digital libraries, indexing and retrieval, and support of collaborative work. The wide range of technologies is evident on papers on disk scheduling[12], capacity planning, resource management, optimization, networking, switched Ethernet LANs[13], ATM[14]networking, quality of service in networks, MPEG[15]encoding, compression, caching, buffering, storage hierarchies, video servers, video file systems, machine classification of video scenes, and Internet audio and video.

Multimedia systems need a delivery system to get the multimedia objects to the user. Magnetic and optical disks[16]were the first media for distribution. The Internet, as well as the Transmission Control Protocol/lnternet Protocol (TCP/IP)[l7]protocol suite or Net BIOS[18]on isolated or campus LANs[19], became the next vehicles for distribution. The rich text and graphics capabilities of the World Wide Web browsers are being augmented with animations, video, and sound. Internet distribution will be augmented by distribution via satellite, wireless, and cable systems.

General Uses and Applications

Multimedia applications are primarily existing applications that can be made less expensive or more effective using multimedia technology. In addition, new, speculative applications, like movies on demand, can be created with the technology. We present here a few of these applications.

1. Home applications

① Video on demand

Video on demand (VOD), also called movies on demand, is a service that provides movies on an individual basis to television sets in people's homes. The movies are stored in a central server and transmitted through a communication network. A set-top box (STB)[20]connected to the communication network converts the digital information to analog and inputs it to the TV set. The viewer uses a remote control device[21]to select a movie and manipulate play through start, stop, rewind, and visual fast forward buttons. The capabilities are very similar to renting a video at a store and playing it on a VCR. The service can provide indices[22]to the movies by title, genre, actors, and director. VOD differs from pay per view[23]by providing any of the service's movies at any time. Instead of requiring that, all purchasers of a movie watch its broadcast at the same time. Enhanced pay per view, also a broadcast system, shows the same movie at a number of staggered starting times.

② Home shopping and information systems

Services to the home that provide video on demand will also provide other, more interactive, home services. Many kinds of goods and services can be sold in this way. The services will help the user navigate through the available material to plan vacations, renew driver's licenses, purchase goods, etc.

③ Networked games

The same infrastructure that supports home shopping could be used to temporarily download video games with graphic-intensive functionality to the STB, and the games could then be played for a given period. Groups of people could play a game together, competing as individuals or working together in teams. Action games would require a very fast, or low-latency, network.

2. Video conferencing

Currently, most video conferencing is done between two specially set-up rooms. In each room, one or more cameras are used, and the images are displayed on one or more monitors. Text, images, and motion video are compressed and sent through telephone lines. Recently, the technology has been expanded to allow more than two sites to participate. Videoconferences can also be connected through LANs or the Internet. In time, videoconferences will be possible from the home.

3. Education

A wide range of individual educational software employing multimedia is available on CD-ROM. One of the chief advantages of such multimedia applications is that the sequence of material presented is dependent upon the student's responses and requests. Multimedia is also used in the classroom to enhance the educational experience and augment the teacher,s work. Multimedia for education has begun to employ servers and networks to provide for larger quantities of information and the ability to change it frequently.

① Distance learning

Distance learning is a variation on education in which not all of the students are in the same place during a class. Education takes place through a combination of stored multimedia presentations, live teaching[24], and participation by the students. Distance learning involves aspects of both teaching with multimedia and video conferencing.

② Just-in-time training

Another variation on education, called just-in-time training, is much more effective because it is done right when it is needed. In an industry context, this means that workers can receive training on PCs at their own workplaces at the time of need or of their choice. This generally implies storing the material on a server and playing it through a wide-area network or LAN.

4. Digital libraries

Digital libraries are a logical extension of conventional libraries, which house books, pictures, tapes, etc. Material in digital form can be less expensive to store, easier to distribute, and quicker to find. Thus, digital technology can save money and provide better capabilities. The Vatican[25]Library has an extraordinary collection of 150,000 manuscripts, including early copies of works by Aristotle[26], Dante[27], Euclid[28], Homer[29], and Virgil[30]. However, only about 2000 scholars a year are able to physically visit the library in Rome. Thus, the IBM Vatican Library Project, which makes digitized copies of some of the collection available to scholars around the world, is a very valuable service, especially if the copies distributed are of high quality.

5. Virtual reality

Virtual reality provides a very realistic effect through sight and sound, while allowing the user to interact with the virtual world. Because of the ability of the user to interact with the process, realistic visual effects must be created "on the fly"[31].

6. Telemedicine

Multimedia and telemedicine can improve the delivery of health care in a number of ways. Digital information can be centrally stored, yet simultaneously available at many locations. Physicians can consult with one another using videoconference capabilities, where all can see the data and images, thus bringing together experts from a number of places in order to provide better care. Multimedia can also provide targeted education and support for the patient and family.

Notes

[1] 此处将各个单词的第一个字母组合后,即可拼出multimedia,意为多媒体。

[2] digital technology数字技术。

[3] ...computer-controlled analogy devices...计算机控制的模拟装置。

[4] The Internet is the breeding ground for multimedia ideas and the delivery vehicle of multimedia objects to a huge audience.因特网是多媒体技术这一思维的繁殖地,同时,网络又是把多媒体对象传送给诸多观众的工具。

[5] a rich sensory interface感官丰富的界面。

[6] 此分句为插入语,本句主语是movies on demand。

[7] VCR videocassette recorder录像机。

[8] International Conference on Multimedia Computing and Systems多媒体处理及系统国际会议。

[9] ACM Multimedia美国计算机学会多媒体(大会)。其中,ACM是Association for Computing Machinery的缩写,指美国计算机学会。

[10] Multimedia Computing and Networking多媒体处理与网络。

[11] virtual reality虚拟现实。

[12] disk scheduling磁盘列表。

[13] Ethernet LANs以太局域网,其中LANs见本课注解[19]。

[14] ATM Asynchronous Transfer Mode异步传输模式。

[15] MPEG Moving Picture Expert Group运动图像专家组。

[16] optical disk光盘。

[17] TCP/IP Transmission Control Protocol/Internet Protocol传输控制协议/网间协议。

[18] BIOS Basic Input Output System基本输入输出系统。

[19] LANS Local Area Networks局域网。

[20] set-top box(STB)置顶盒,机顶盒。

[21] remote control device遥控装置。

[22] indices index的复数形式。

[23] pay per view每看一次收一次费。

[24] live teaching现场教学。此处live为形容词;live也可作为副词,表示“实况地”。例如:

A performance was telecast live.(演出电视实况转播)。

[25] Vatican梵蒂冈,罗马教廷。

[26] Aristotle亚里斯多德(公元前384—前322年,古希腊哲学家)。

[27] Dante但丁(意大利诗人,1265—1321)。

[28] Euclid欧几里得(古希腊数学家)。

[29] Homer荷马(古希腊诗人)。

[30] Virgil维吉尔(古罗马诗人)。

[31] on the fly在飞行中,有动感的。

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第5题

Multimedia 多媒体 </strong>] More Usage Likely To Immediately Make Every Day Into Another[1

Multimedia

多媒体 </strong>]

More Usage Likely To Immediately Make Every Day Into Another[1]On Multimedia Applications

Definition

Multimedia—the combination of text, animated graphics, video, and sound—presents information in a way that is more interesting and easier to grasp than text alone. It has been used for education at all levels, ibb training, and games by the entertainment industry. It is becoming more readily available as the price of personal computers and their accessories declines. Multimedia as a human-computer interface was made possible some half-dozen years ago by the rise of affordable digital technology[2]. Previously, multimedia effects were produced by computer-controlled analogy devices[3], like videocassette recorders, projectors, and tape recorders. Digital technology's exponential decline in price and increase in capacity has enabled it to overtake analogy technology. The Internet is the breeding ground for multimedia ideas and the delivery vehicle of multimedia objects to a huge audience[4]. This paper reviews the uses of multimedia, the technologies that support it, and the larger architectural and design issues.

Introduction

Nowadays, multimedia generally indicates a rich sensory interface[5]between humans and computers or computer-like devices—an interface that in most cases gives the user control over the pace and sequence of the information. We all know multimedia when we see and hear it, yet its precise boundaries elude us. For example, movies on demand, in which a viewer can select from a large library of videos and then play, stop, or reposition the tape or change the speed,[6]are generally considered multimedia. However, watching the movie on a TV set attached to a VCR[7]with the same abilities to manipulate the play is not considered multimedia. Unfortunately, we have yet to find a definition that satisfies all experts.

Recent multimedia conferences, such as the IEEE International Conference on Multimedia Computing and Systems[8], ACM Multimedia[9], and Multimedia Computing and Networking[10], provide a good start for identifying the components of multimedia. The range of multimedia activity is demonstrated in papers on multimedia authoring (i. e. specification of multimedia sequences), user interfaces, navigation (user choices), effectiveness of multimedia in education, distance learning, video conferencing, interactive television, video on demand, virtual reality[11], digital libraries, indexing and retrieval, and support of collaborative work. The wide range of technologies is evident on papers on disk scheduling[12], capacity planning, resource management, optimization, networking, switched Ethernet LANs[13], ATM[14]networking, quality of service in networks, MPEG[15]encoding, compression, caching, buffering, storage hierarchies, video servers, video file systems, machine classification of video scenes, and Internet audio and video.

Multimedia systems need a delivery system to get the multimedia objects to the user. Magnetic and optical disks[16]were the first media for distribution. The Internet, as well as the Transmission Control Protocol/lnternet Protocol (TCP/IP)[l7]protocol suite or Net BIOS[18]on isolated or campus LANs[19], became the next vehicles for distribution. The rich text and graphics capabilities of the World Wide Web browsers are being augmented with animations, video, and sound. Internet distribution will be augmented by distribution via satellite, wireless, and cable systems.

General Uses and Applications

Multimedia applications are primarily existing applications that can be made less expensive or more effective using multimedia technology. In addition, new, speculative applications, like movies on demand, can be created with the technology. We present here a few of these applications.

1. Home applications

① Video on demand

Video on demand (VOD), also called movies on demand, is a service that provides movies on an individual basis to television sets in people's homes. The movies are stored in a central server and transmitted through a communication network. A set-top box (STB)[20]connected to the communication network converts the digital information to analog and inputs it to the TV set. The viewer uses a remote control device[21]to select a movie and manipulate play through start, stop, rewind, and visual fast forward buttons. The capabilities are very similar to renting a video at a store and playing it on a VCR. The service can provide indices[22]to the movies by title, genre, actors, and director. VOD differs from pay per view[23]by providing any of the service's movies at any time. Instead of requiring that, all purchasers of a movie watch its broadcast at the same time. Enhanced pay per view, also a broadcast system, shows the same movie at a number of staggered starting times.

② Home shopping and information systems

Services to the home that provide video on demand will also provide other, more interactive, home services. Many kinds of goods and services can be sold in this way. The services will help the user navigate through the available material to plan vacations, renew driver's licenses, purchase goods, etc.

③ Networked games

The same infrastructure that supports home shopping could be used to temporarily download video games with graphic-intensive functionality to the STB, and the games could then be played for a given period. Groups of people could play a game together, competing as individuals or working together in teams. Action games would require a very fast, or low-latency, network.

2. Video conferencing

Currently, most video conferencing is done between two specially set-up rooms. In each room, one or more cameras are used, and the images are displayed on one or more monitors. Text, images, and motion video are compressed and sent through telephone lines. Recently, the technology has been expanded to allow more than two sites to participate. Videoconferences can also be connected through LANs or the Internet. In time, videoconferences will be possible from the home.

3. Education

A wide range of individual educational software employing multimedia is available on CD-ROM. One of the chief advantages of such multimedia applications is that the sequence of material presented is dependent upon the student's responses and requests. Multimedia is also used in the classroom to enhance the educational experience and augment the teacher,s work. Multimedia for education has begun to employ servers and networks to provide for larger quantities of information and the ability to change it frequently.

① Distance learning

Distance learning is a variation on education in which not all of the students are in the same place during a class. Education takes place through a combination of stored multimedia presentations, live teaching[24], and participation by the students. Distance learning involves aspects of both teaching with multimedia and video conferencing.

② Just-in-time training

Another variation on education, called just-in-time training, is much more effective because it is done right when it is needed. In an industry context, this means that workers can receive training on PCs at their own workplaces at the time of need or of their choice. This generally implies storing the material on a server and playing it through a wide-area network or LAN.

4. Digital libraries

Digital libraries are a logical extension of conventional libraries, which house books, pictures, tapes, etc. Material in digital form can be less expensive to store, easier to distribute, and quicker to find. Thus, digital technology can save money and provide better capabilities. The Vatican[25]Library has an extraordinary collection of 150,000 manuscripts, including early copies of works by Aristotle[26], Dante[27], Euclid[28], Homer[29], and Virgil[30]. However, only about 2000 scholars a year are able to physically visit the library in Rome. Thus, the IBM Vatican Library Project, which makes digitized copies of some of the collection available to scholars around the world, is a very valuable service, especially if the copies distributed are of high quality.

5. Virtual reality

Virtual reality provides a very realistic effect through sight and sound, while allowing the user to interact with the virtual world. Because of the ability of the user to interact with the process, realistic visual effects must be created "on the fly"[31].

6. Telemedicine

Multimedia and telemedicine can improve the delivery of health care in a number of ways. Digital information can be centrally stored, yet simultaneously available at many locations. Physicians can consult with one another using videoconference capabilities, where all can see the data and images, thus bringing together experts from a number of places in order to provide better care. Multimedia can also provide targeted education and support for the patient and family.

Notes

[1] 此处将各个单词的第一个字母组合后,即可拼出multimedia,意为多媒体。

[2] digital technology数字技术。

[3] ...computer-controlled analogy devices...计算机控制的模拟装置。

[4] The Internet is the breeding ground for multimedia ideas and the delivery vehicle of multimedia objects to a huge audience.因特网是多媒体技术这一思维的繁殖地,同时,网络又是把多媒体对象传送给诸多观众的工具。

[5] a rich sensory interface感官丰富的界面。

[6] 此分句为插入语,本句主语是movies on demand。

[7] VCR videocassette recorder录像机。

[8] International Conference on Multimedia Computing and Systems多媒体处理及系统国际会议。

[9] ACM Multimedia美国计算机学会多媒体(大会)。其中,ACM是Association for Computing Machinery的缩写,指美国计算机学会。

[10] Multimedia Computing and Networking多媒体处理与网络。

[11] virtual reality虚拟现实。

[12] disk scheduling磁盘列表。

[13] Ethernet LANs以太局域网,其中LANs见本课注解[19]。

[14] ATM Asynchronous Transfer Mode异步传输模式。

[15] MPEG Moving Picture Expert Group运动图像专家组。

[16] optical disk光盘。

[17] TCP/IP Transmission Control Protocol/Internet Protocol传输控制协议/网间协议。

[18] BIOS Basic Input Output System基本输入输出系统。

[19] LANS Local Area Networks局域网。

[20] set-top box(STB)置顶盒,机顶盒。

[21] remote control device遥控装置。

[22] indices index的复数形式。

[23] pay per view每看一次收一次费。

[24] live teaching现场教学。此处live为形容词;live也可作为副词,表示“实况地”。例如:

A performance was telecast live.(演出电视实况转播)。

[25] Vatican梵蒂冈,罗马教廷。

[26] Aristotle亚里斯多德(公元前384—前322年,古希腊哲学家)。

[27] Dante但丁(意大利诗人,1265—1321)。

[28] Euclid欧几里得(古希腊数学家)。

[29] Homer荷马(古希腊诗人)。

[30] Virgil维吉尔(古罗马诗人)。

[31] on the fly在飞行中,有动感的。

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第6题

x3dx=______d(3x4-2)

x3dx=______d(3x4-2)

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第7题

汇付方式有()

A.T/T

B.M/T

C.D/D

D.D/A

E.D/P

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第8题

以下程序的输出结果是()。main() {int a=0,b=1,c=0,d=20; if(a) d=d-10; else if(!b) if(!c) d=15; else d=25; printf(“d=%d\n”,d);}

A.d=10

B.d=15

C.d=20

D.d=25

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第9题

{图}

A.D

B.C

C.B

D.A

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第10题

求图示结构φD。

求图示结构φD

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第11题

A.inB.onC.ofD.to

A.in

B.on

C.of

D.to

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